This commit is contained in:
2024-05-24 22:01:27 +08:00
parent 7f124132ed
commit 3f54d1f79b
42 changed files with 11201 additions and 11796 deletions

View File

@@ -144,7 +144,7 @@ vec4 position( mat4 transform_projection, vec4 vertex_position )
if (hovering <= 0.){
return transform_projection * vertex_position;
}
MY_HIGHP_OR_MEDIUMP float mid_dist = length(vertex_position.xy - 0.5*love_ScreenSize.xy)/length(love_ScreenSize.xy);
MY_HIGHP_OR_MEDIUMP float mid_dist = screen_scale*length(vertex_position.xy/screen_scale - 0.5*love_ScreenSize.xy)/length(love_ScreenSize.xy);
MY_HIGHP_OR_MEDIUMP vec2 mouse_offset = (vertex_position.xy - mouse_screen_pos.xy)/screen_scale;
MY_HIGHP_OR_MEDIUMP float scale = 0.002*(-0.03 - 0.3*max(0., 0.3-mid_dist))
*hovering*(length(mouse_offset)*length(mouse_offset))/(2. -mid_dist);

View File

@@ -19,22 +19,22 @@ vec4 dissolve_mask(vec4 tex, vec2 texture_coords, vec2 uv)
return vec4(shadow ? vec3(0.,0.,0.) : tex.xyz, shadow ? tex.a*0.3: tex.a);
}
float adjusted_dissolve = (dissolve*dissolve*(3.-2.*dissolve))*1.02 - 0.01; //Adjusting 0.0-1.0 to fall to -0.1 - 1.1 scale so the mask does not pause at extreme values
MY_HIGHP_OR_MEDIUMP float adjusted_dissolve = (dissolve*dissolve*(3.-2.*dissolve))*1.02 - 0.01; //Adjusting 0.0-1.0 to fall to -0.1 - 1.1 scale so the mask does not pause at extreme values
float t = time * 10.0 + 2003.;
vec2 floored_uv = (floor((uv*texture_details.ba)))/max(texture_details.b, texture_details.a);
vec2 uv_scaled_centered = (floored_uv - 0.5) * 2.3 * max(texture_details.b, texture_details.a);
MY_HIGHP_OR_MEDIUMP float t = time * 10.0 + 2003.;
MY_HIGHP_OR_MEDIUMP vec2 floored_uv = (floor((uv*texture_details.ba)))/max(texture_details.b, texture_details.a);
MY_HIGHP_OR_MEDIUMP vec2 uv_scaled_centered = (floored_uv - 0.5) * 2.3 * max(texture_details.b, texture_details.a);
vec2 field_part1 = uv_scaled_centered + 50.*vec2(sin(-t / 143.6340), cos(-t / 99.4324));
vec2 field_part2 = uv_scaled_centered + 50.*vec2(cos( t / 53.1532), cos( t / 61.4532));
vec2 field_part3 = uv_scaled_centered + 50.*vec2(sin(-t / 87.53218), sin(-t / 49.0000));
MY_HIGHP_OR_MEDIUMP vec2 field_part1 = uv_scaled_centered + 50.*vec2(sin(-t / 143.6340), cos(-t / 99.4324));
MY_HIGHP_OR_MEDIUMP vec2 field_part2 = uv_scaled_centered + 50.*vec2(cos( t / 53.1532), cos( t / 61.4532));
MY_HIGHP_OR_MEDIUMP vec2 field_part3 = uv_scaled_centered + 50.*vec2(sin(-t / 87.53218), sin(-t / 49.0000));
float field = (1.+ (
MY_HIGHP_OR_MEDIUMP float field = (1.+ (
cos(length(field_part1) / 19.483) + sin(length(field_part2) / 33.155) * cos(field_part2.y / 15.73) +
cos(length(field_part3) / 27.193) * sin(field_part3.x / 21.92) ))/2.;
vec2 borders = vec2(0.2, 0.8);
MY_HIGHP_OR_MEDIUMP vec2 borders = vec2(0.2, 0.8);
float res = (.5 + .5* cos( (adjusted_dissolve) / 82.612 + ( field + -.5 ) *3.14))
MY_HIGHP_OR_MEDIUMP float res = (.5 + .5* cos( (adjusted_dissolve) / 82.612 + ( field + -.5 ) *3.14))
- (floored_uv.x > borders.y ? (floored_uv.x - borders.y)*(5. + 5.*dissolve) : 0.)*(dissolve)
- (floored_uv.y > borders.y ? (floored_uv.y - borders.y)*(5. + 5.*dissolve) : 0.)*(dissolve)
- (floored_uv.x < borders.x ? (borders.x - floored_uv.x)*(5. + 5.*dissolve) : 0.)*(dissolve)
@@ -53,20 +53,20 @@ vec4 dissolve_mask(vec4 tex, vec2 texture_coords, vec2 uv)
vec4 effect( vec4 colour, Image texture, vec2 texture_coords, vec2 screen_coords )
{
vec4 tex = Texel( texture, texture_coords);
vec2 uv = (((texture_coords)*(image_details)) - texture_details.xy*texture_details.ba)/texture_details.ba;
MY_HIGHP_OR_MEDIUMP vec4 tex = Texel( texture, texture_coords);
MY_HIGHP_OR_MEDIUMP vec2 uv = (((texture_coords)*(image_details)) - texture_details.xy*texture_details.ba)/texture_details.ba;
number low = min(tex.r, min(tex.g, tex.b));
number high = max(tex.r, max(tex.g, tex.b));
number delta = max(high-low, low*0.7);
MY_HIGHP_OR_MEDIUMP number low = min(tex.r, min(tex.g, tex.b));
MY_HIGHP_OR_MEDIUMP number high = max(tex.r, max(tex.g, tex.b));
MY_HIGHP_OR_MEDIUMP number delta = max(high-low, low*0.7);
number fac = 0.8 + 0.9*sin(13.*uv.x+5.32*uv.y + booster.r*12. + cos(booster.r*5.3 + uv.y*4.2 - uv.x*4.));
number fac2 = 0.5 + 0.5*sin(10.*uv.x+2.32*uv.y + booster.r*5. - cos(booster.r*2.3 + uv.x*8.2));
number fac3 = 0.5 + 0.5*sin(12.*uv.x+6.32*uv.y + booster.r*6.111 + sin(booster.r*5.3 + uv.y*3.2));
number fac4 = 0.5 + 0.5*sin(4.*uv.x+2.32*uv.y + booster.r*8.111 + sin(booster.r*1.3 + uv.y*13.2));
number fac5 = sin(0.5*16.*uv.x+5.32*uv.y + booster.r*12. + cos(booster.r*5.3 + uv.y*4.2 - uv.x*4.));
MY_HIGHP_OR_MEDIUMP number fac = 0.8 + 0.9*sin(13.*uv.x+5.32*uv.y + booster.r*12. + cos(booster.r*5.3 + uv.y*4.2 - uv.x*4.));
MY_HIGHP_OR_MEDIUMP number fac2 = 0.5 + 0.5*sin(10.*uv.x+2.32*uv.y + booster.r*5. - cos(booster.r*2.3 + uv.x*8.2));
MY_HIGHP_OR_MEDIUMP number fac3 = 0.5 + 0.5*sin(12.*uv.x+6.32*uv.y + booster.r*6.111 + sin(booster.r*5.3 + uv.y*3.2));
MY_HIGHP_OR_MEDIUMP number fac4 = 0.5 + 0.5*sin(4.*uv.x+2.32*uv.y + booster.r*8.111 + sin(booster.r*1.3 + uv.y*13.2));
MY_HIGHP_OR_MEDIUMP number fac5 = sin(0.5*16.*uv.x+5.32*uv.y + booster.r*12. + cos(booster.r*5.3 + uv.y*4.2 - uv.x*4.));
number maxfac = 0.6*max(max(fac, max(fac2, max(fac3,0.0))) + (fac+fac2+fac3*fac4), 0.);
MY_HIGHP_OR_MEDIUMP number maxfac = 0.6*max(max(fac, max(fac2, max(fac3,0.0))) + (fac+fac2+fac3*fac4), 0.);
tex.rgb = tex.rgb*0.5 + vec3(0.4, 0.4, 0.8);
@@ -88,9 +88,9 @@ vec4 position( mat4 transform_projection, vec4 vertex_position )
if (hovering <= 0.){
return transform_projection * vertex_position;
}
float mid_dist = length(vertex_position.xy - 0.5*love_ScreenSize.xy)/length(love_ScreenSize.xy);
vec2 mouse_offset = (vertex_position.xy - mouse_screen_pos.xy)/screen_scale;
float scale = 0.2*(-0.03 - 0.3*max(0., 0.3-mid_dist))
MY_HIGHP_OR_MEDIUMP float mid_dist = length(vertex_position.xy - 0.5*love_ScreenSize.xy)/length(love_ScreenSize.xy);
MY_HIGHP_OR_MEDIUMP vec2 mouse_offset = (vertex_position.xy - mouse_screen_pos.xy)/screen_scale;
MY_HIGHP_OR_MEDIUMP float scale = 0.2*(-0.03 - 0.3*max(0., 0.3-mid_dist))
*hovering*(length(mouse_offset)*length(mouse_offset))/(2. -mid_dist);
return transform_projection * vertex_position + vec4(0,0,0,scale);

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